ScummVM API documentation
maketext.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1994-1998 Revolution Software Ltd.
9 *
10 * This program is free software: you can redistribute it and/or modify
11 * it under the terms of the GNU General Public License as published by
12 * the Free Software Foundation, either version 3 of the License, or
13 * (at your option) any later version.
14 *
15 * This program is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 * GNU General Public License for more details.
19 *
20 * You should have received a copy of the GNU General Public License
21 * along with this program. If not, see <http://www.gnu.org/licenses/>.
22 */
23
24#ifndef SWORD2_MAKETEXT_H
25#define SWORD2_MAKETEXT_H
26
27#include "sword2/debug.h"
28
29namespace Sword2 {
30
31// Output color for character border - should be be black but note that we
32// have to use a different pen number during sequences
33
34#define BORDER_PEN 194
35
36// Usually the only texts on screen are the subtitles and the mouse-over text,
37// but there can also be a considerable number of debugging messages...
38
39#define MAX_text_blocs MAX_DEBUG_TEXTS + 1
40
41enum {
42 // Doesn't keep the text inside the screen - only for debug text!
43 NO_JUSTIFICATION = 0,
44
45 // These all force text inside the screen edge margin when necessary
46 POSITION_AT_CENTER_OF_BASE = 1,
47 POSITION_AT_CENTER_OF_TOP = 2,
48 POSITION_AT_LEFT_OF_TOP = 3,
49 POSITION_AT_RIGHT_OF_TOP = 4,
50 POSITION_AT_LEFT_OF_BASE = 5,
51 POSITION_AT_RIGHT_OF_BASE = 6,
52 POSITION_AT_LEFT_OF_CENTER = 7,
53 POSITION_AT_RIGHT_OF_CENTER = 8,
54 POSITION_AT_CENTER_OF_CENTER = 9
55};
56
57enum {
58 DEFAULT_TEXT = 0,
59 FINNISH_TEXT = 1,
60 POLISH_TEXT = 2
61};
62
63// Info about the text, used to create the SpriteInfo struct
64
65 struct TextBloc {
66 int16 x;
67 int16 y;
68 uint16 type;
69 byte *text_mem;
70};
71
72// Info for each line of words in the output text sprite
73
74struct LineInfo {
75 uint16 width; // Width in pixels
76 uint16 length; // Length in characters
77 bool skipSpace; // Whether there is a trailing space
78};
79
81private:
82 Sword2Engine *_vm;
83 TextBloc _blocList[MAX_text_blocs];
84
85 // Layout variables - these used to be defines, but now we're dealing
86 // with three character sets
87
88 int8 _lineSpacing; // no. of pixels to separate lines of
89 // characters in the output sprite - negative
90 // for overlap
91 int8 _charSpacing; // no. of pixels to separate characters along
92 // each line - negative for overlap
93 uint8 _borderPen; // output pen color of character borders
94
96 static const int kChineseWidth = 20;
97 static const int kChineseHeight = 26;
98 struct ChineseGlyph {
99 byte bitmap[kChineseWidth * kChineseHeight];
100 };
101 Common::Array<ChineseGlyph> _chineseFont;
102
103 uint16 analyzeSentence(const byte *sentence, uint16 maxWidth, uint32 fontRes, LineInfo *line, bool isChinese);
104 byte *buildTextSprite(const byte *sentence, uint32 fontRes, uint8 pen, LineInfo *line, uint16 noOfLines, bool isChinese);
105 uint16 charWidth(byte ch, uint32 fontRes);
106 uint16 wcharWidth(byte hi, byte lo, uint32 fontRes);
107 uint16 charHeight(uint32 fontRes);
108 byte *findChar(byte ch, byte *charSet);
109 byte *findWChar(byte hi, byte lo, byte *charSet);
110 void copyChar(const byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen);
111 void copyWChar(const byte *charPtr, byte *spritePtr, uint16 spriteWidth, uint8 pen);
112 void copyCharRaw(const byte *source, uint16 charWidth, uint16 charHeight, byte *spritePtr, uint16 spriteWidth, uint8 pen);
113 bool isKoreanChar(const byte hi, const byte lo, const uint32 fontRes);
114
115public:
116 FontRenderer(Sword2Engine *vm) : _vm(vm) {
117 for (int i = 0; i < MAX_text_blocs; i++)
118 _blocList[i].text_mem = nullptr;
119 }
120
121 ~FontRenderer() {
122 for (int i = 0; i < MAX_text_blocs; i++)
123 free(_blocList[i].text_mem);
124 }
125
126 byte *makeTextSprite(const byte *sentence, uint16 maxWidth, uint8 pen, uint32 fontRes, uint8 border = BORDER_PEN);
127
128 void killTextBloc(uint32 bloc_number);
129 void printTextBlocs();
130
131 uint32 buildNewBloc(byte *ascii, int16 x, int16 y, uint16 width, uint8 pen, uint32 type, uint32 fontRes, uint8 justification);
132
133 void loadTranslations();
134};
135
136} // End of namespace Sword2
137
138#endif
Definition: maketext.h:80
Definition: sword2.h:99
Definition: animation.h:37
Definition: maketext.h:74
Definition: maketext.h:65